Base Class: Druid
To a druid from the circle of the kin, civilization is just another extent of nature, as humans and their intelligence are just as much a product of nature as a lion's mane or the colors of flowers. Even the greatest constructs are still, in one way or another, beholden to what nature can provide: A house of stone still must obey gravity and the properties of the stone which nature provides. Humans are just another animal. Even magic itself still bows to laws set around it instilled by none, and by the natural limitations of the caster. On the other hand, nature provides examples of other animals that develop, if in very primitive fashion, some form of societal organization or use of tools.
The mission of a druid from the circle of the kin is to bring this unity of nature and civilization as not particularly distinct to light. They embrace both, and blur the lines between them. They bring the studies and analysis into their service of nature, and bring the wonders of the natural world onto their service of civilization.
Fluid Nature
When you choose this circle at 2nd level, the creation you connect between your natural and unnatural sides trivializes your wild shape, allowing you to wildshape into more mundane creatures with ease. Choose an animal of challenge rating 0. You are able to wildshape into that animal as a ritual, without spending a use. Standard wildshape rules apply, but any damage received (and excess damage received) is dealt to your character as normal when they return to their original form, and your AC is equal to 1+ Dexterity Modifier.
While transformed, you are able to understand the speech of creatures similar to the shape you've taken.
You can choose a new creature to shift into with this feature at 3rd, 5th, 7th, 9th, 11th, 15th and 17th level. At 3rd level, you can communicate in this form as if you were in your regular form. Starting from 5th level you can shapeshift into a creature that is able to swim and breathe underwater, and starting from 11th level you can choose a creature that is able to fly. At 19th level, you can transform into a creature of CR 1/2 with this feature.
Advanced Naturalist
As one who walks both the paths of nature and civilization and brings them together, you are exceptionally gifted in finding where they overlap. At third level, you gain proficiency in the nature, animal handling or medicine skills, woodcarver's tools or alchemist supplies.
You also gain proficiency in medium armor and if you are proficient with heavy armor, you do not have disadvantage on stealth checks while wearing it.
Alchemist's Supplies
You gain proficiency with the alchemist's supplies.
Animal Handling
You gain proficiency in the animal handling skill.
Medicine
You gain proficiency in the medicine skill.
Nature
Gain proficiency in the nature skill.
Woodcarver's Tools
Gain proficiency with the woodcarver's tools.
Complementary Knowledge
At sixth level, your understanding of the links between the natural and civilized worlds is so vast that you can draw from your familiarity in either to solve problems. Whenever you make an intelligence or wisdom check or saving throw, you can make a separate roll using the other stat (the second roll does not use your proficiency bonus even if you would otherwise add it, and you must choose whether to make that roll before making the first roll). You can do this up to a number of times equal to your proficiency bonus, and regain spent uses upon taking a long rest.
Adaptive Magic
Starting at level 10, you become adept at using your precise knowledge about nature, born from civilization, that you are able to help nature adapt. Whenever you heal a creature with a feature or spell you can choose to induce an abnormal adaptation which lasts for a minute. If you do, choose one of the following effects:
*The creature's skin attains a metallic luster and hardens in the same way. They get +1 AC.
*The creature grows or shrinks, becoming one size larger or smaller.
*The creature gains a climbing speed equal to their walking speed, and has resistance against poison in gas form.
*The creature gains a swimming speed equal to half their walking speed, can breathe underwater and has resistance against poison in liquid form.
*The creature gains instincts or camouflage adapted to urban environments. It has advantage on stealth checks in urban environments.
*The creature's brainpower is increasing, giving them advantage on intelligence saving throws.
Whenever you alter your own or another creature's shape, you can also add to them one of the aforementioned effects, except it lasts until the creature's form returns to normal. Only one of these can active at a time on any given creature. You can do this a number of times equal to your intelligence and wisdom modifiers combined. After expending all your uses, you can only use this feature again after you finish a long rest.
Halfshape
Upon reaching 14th level, you can make nature and civilization into one, either by bringing civilization to nature, or nature to civilization. Whenever you wildshape, you can choose to remain in a half state between your regular form and the form you would have otherwise have taken the shape of. In this form, your stats are equal to the ones you'd have in your regular widlshape, except you have the highest AC between the two forms and become proficient with natural weapons. You can also communicate normally and cast cantrips and first level spells in the half form. However, you do not replace your hit point's with the creature's, but you still loose your shape if you take damage equal or greater to the hit points you would have otherwise gained.
You always have the awaken spell prepared. You can instead use both of your wildshape uses instead of a spell slot to cast the Awaken spell. The creature awakened this way takes on a humanoid shape, and has a intelligence of 10+your proficiency bonus. If you use your wildshape this way, you don't recover any use until you finish a long rest. You can only use this half of the feature once every two weeks.
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